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@ -32,7 +32,7 @@ We want to edit an existing game, so choose the second option. When you save you
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addon you can use the third option to open it again.
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You will be presented with another window where you get to choose the content to
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edit and the name of your project. Then we have to select at least the base game, and
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edit and the name of your project. Then we have to select at least the base game and
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optionally a number of other addons we want to depend on. The name of the
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project is arbitrary, it will be used to identify the addon later in the OpenMW
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launcher.
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@ -58,7 +58,7 @@ detached panel can be re-attached to a window by dragging it by the title bar
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on top of the window.
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Now let's look at the panel itself: we have a filter text field, a very large
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table, and a status bar. The filter will be very useful when we want to find an
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table and a status bar. The filter will be very useful when we want to find an
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entry in the table, but for now it is irrelevant. The table you are looking at
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contains all objects in the game, these can be items, NPCs, creatures,
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whatever. Every object is an entry in that table, visible as a row. The columns
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@ -67,7 +67,7 @@ of the table are the attributes of each object.
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Morrowind uses something called a *relational database* for game data. If you
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are not familiar with the term, it means that every type of thing can be
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expressed as a *table*: there is a table for objects, a table for enchantments,
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a table for icons, one for meshes, and so on. Properties of an entry must be
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a table for icons, one for meshes and so on. Properties of an entry must be
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simple values, like numbers or text strings. If we want a more complicated
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property we need to reference an entry from another table. There are a few
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exceptions to this though, some tables do have subtables. The effects of
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